import math import os import time import socket import eyed3 import logging # 适应模型使用 import numpy as np import fay_booter from ai_module import xf_ltp from ai_module.openai_tts import Speech from core import wsa_server from core.interact import Interact from scheduler.thread_manager import MyThread from utils import util, config_util import pygame from utils import config_util as cfg from ai_module import nlp_cemotion import platform from ai_module import yolov8 from agent import agent_service import fay_booter from core.content_db import Content_Db if platform.system() == "Windows": import sys sys.path.append("test/ovr_lipsync") from test_olipsync import LipSyncGenerator #文本消息处理(20231211增加:agent操作) def send_for_answer(msg): #记录运行时间 fay_booter.feiFei.last_quest_time = time.time() #消息保存 contentdb = Content_Db() contentdb.add_content('member', 'agent', msg.replace('主人语音说了:', '').replace('主人文字说了:', '')) wsa_server.get_web_instance().add_cmd({"panelReply": {"type":"member","content":msg.replace('主人语音说了:', '').replace('主人文字说了:', '')}}) # 发送给数字人端 if not config_util.config["interact"]["playSound"]: content = {'Topic': 'Unreal', 'Data': {'Key': 'question', 'Value': msg}} wsa_server.get_instance().add_cmd(content) #思考中... wsa_server.get_web_instance().add_cmd({"panelMsg": "思考中..."}) if not cfg.config["interact"]["playSound"]: # 非展板播放 content = {'Topic': 'Unreal', 'Data': {'Key': 'log', 'Value': "思考中..."}} wsa_server.get_instance().add_cmd(content) #agent 或llm chain处理 is_use_say_tool, text = agent_service.agent.run(msg) #语音输入强制语音输出 if text and "语音说了" in msg and not is_use_say_tool: interact = Interact("audio", 1, {'user': '', 'msg': text}) fay_booter.feiFei.on_interact(interact) #消息保存 contentdb.add_content('fay','agent', text) wsa_server.get_web_instance().add_cmd({"panelReply": {"type":"fay","content":text}}) util.log(1, 'ReAct Agent或LLM Chain处理总时长:{} ms'.format(math.floor((time.time() - fay_booter.feiFei.last_quest_time) * 1000))) #推送数字人 if not cfg.config["interact"]["playSound"]: content = {'Topic': 'Unreal', 'Data': {'Key': 'log', 'Value': text}} wsa_server.get_instance().add_cmd(content) if not config_util.config["interact"]["playSound"]: content = {'Topic': 'Unreal', 'Data': {'Key': 'text', 'Value': text}} wsa_server.get_instance().add_cmd(content) return text class FeiFei: def __init__(self): pygame.mixer.init() self.q_msg = '你叫什么名字?' self.a_msg = 'hi,我叫菲菲,英文名是fay' self.mood = 0.0 # 情绪值 self.old_mood = 0.0 self.connect = False self.item_index = 0 self.deviceSocket = None self.deviceConnect = None #启动音频输入输出设备的连接服务 self.deviceSocketThread = MyThread(target=self.__accept_audio_device_output_connect) self.deviceSocketThread.start() self.X = np.array([1, 0, 0, 0, 0, 0, 0, 0]).reshape(1, -1) # 适应模型变量矩阵 # self.W = np.array([0.01577594,1.16119452,0.75828,0.207746,1.25017864,0.1044121,0.4294899,0.2770932]).reshape(-1,1) #适应模型变量矩阵 self.W = np.array([0.0, 0.6, 0.1, 0.7, 0.3, 0.0, 0.0, 0.0]).reshape(-1, 1) # 适应模型变量矩阵 self.wsParam = None self.wss = None self.sp = Speech() self.speaking = False self.interactive = [] self.sleep = False self.__running = True self.sp.connect() # 预连接 self.last_quest_time = time.time() self.playing = False self.muting = False self.cemotion = None def __auto_speak(self): while self.__running: time.sleep(0.1) if self.speaking or self.sleep: continue try: if len(self.interactive) > 0: interact: Interact = self.interactive.pop() #开启fay eyes,无人时不回复 fay_eyes = yolov8.new_instance() if fay_eyes.get_status():#YOLO正在运行 person_count, stand_count, sit_count = fay_eyes.get_counts() if person_count < 1: #看不到人,不互动 wsa_server.get_web_instance().add_cmd({"panelMsg": "看不到人,不互动"}) if not cfg.config["interact"]["playSound"]: # 非展板播放 content = {'Topic': 'Unreal', 'Data': {'Key': 'log', 'Value': "看不到人,不互动"}} wsa_server.get_instance().add_cmd(content) continue self.speaking = True self.a_msg = interact.data["msg"] MyThread(target=self.__say, args=['interact']).start() except BaseException as e: print(e) def on_interact(self, interact: Interact): self.interactive.append(interact) MyThread(target=self.__update_mood, args=[interact.interact_type]).start() # 适应模型计算(用于学习真人的性格特质,开源版本暂不使用) def __fay(self, index): if 0 < index < 8: self.X[0][index] += 1 # PRED = 1 /(1 + tf.exp(-tf.matmul(tf.constant(self.X,tf.float32), tf.constant(self.W,tf.float32)))) PRED = np.sum(self.X.reshape(-1) * self.W.reshape(-1)) if 0 < index < 8: print('***PRED:{0}***'.format(PRED)) print(self.X.reshape(-1) * self.W.reshape(-1)) return PRED # 发送情绪 def __send_mood(self): while self.__running: time.sleep(3) if not self.sleep and not config_util.config["interact"]["playSound"] and wsa_server.get_instance().isConnect: content = {'Topic': 'Unreal', 'Data': {'Key': 'mood', 'Value': self.mood}} if not self.connect: wsa_server.get_instance().add_cmd(content) self.connect = True else: if self.old_mood != self.mood: wsa_server.get_instance().add_cmd(content) self.old_mood = self.mood else: self.connect = False # 更新情绪 def __update_mood(self, typeIndex): perception = config_util.config["interact"]["perception"] if typeIndex == 1: try: if cfg.ltp_mode == "cemotion": result = nlp_cemotion.get_sentiment(self.cemotion,self.q_msg) chat_perception = perception["chat"] if result >= 0.5 and result <= 1: self.mood = self.mood + (chat_perception / 200.0) elif result <= 0.2: self.mood = self.mood - (chat_perception / 100.0) else: result = xf_ltp.get_sentiment(self.q_msg) chat_perception = perception["chat"] if result == 1: self.mood = self.mood + (chat_perception / 200.0) elif result == -1: self.mood = self.mood - (chat_perception / 100.0) except BaseException as e: print("[System] 情绪更新错误!") print(e) elif typeIndex == 2: self.mood = self.mood + (perception["join"] / 100.0) elif typeIndex == 3: self.mood = self.mood + (perception["gift"] / 100.0) elif typeIndex == 4: self.mood = self.mood + (perception["follow"] / 100.0) if self.mood >= 1: self.mood = 1 if self.mood <= -1: self.mood = -1 def __get_mood_voice(self): voice = config_util.config["attribute"]["voice"] return voice # 合成声音 def __say(self, styleType): try: if len(self.a_msg) < 1: self.speaking = False else: util.printInfo(1, '菲菲', '({}) {}'.format(self.__get_mood_voice(), self.a_msg)) util.log(1, '合成音频...') tm = time.time() #文字也推送出去,为了ue5 result = self.sp.to_sample(self.a_msg, self.__get_mood_voice()) util.log(1, '合成音频完成. 耗时: {} ms 文件:{}'.format(math.floor((time.time() - tm) * 1000), result)) if result is not None: MyThread(target=self.__send_or_play_audio, args=[result, styleType]).start() return result except BaseException as e: print(e) self.speaking = False return None def __play_sound(self, file_url): util.log(1, '播放音频...') util.log(1, 'agent处理总时长:{} ms'.format(math.floor((time.time() - self.last_quest_time) * 1000))) pygame.mixer.music.load(file_url) pygame.mixer.music.play() def __send_or_play_audio(self, file_url, say_type): try: try: logging.getLogger('eyed3').setLevel(logging.ERROR) audio_length = eyed3.load(file_url).info.time_secs #mp3音频长度 except Exception as e: audio_length = 3 # with wave.open(file_url, 'rb') as wav_file: #wav音频长度 # audio_length = wav_file.getnframes() / float(wav_file.getframerate()) # print(audio_length) # if audio_length <= config_util.config["interact"]["maxInteractTime"] or say_type == "script": if config_util.config["interact"]["playSound"]: # 展板播放 self.__play_sound(file_url) else:#发送音频给ue #推送ue content = {'Topic': 'Unreal', 'Data': {'Key': 'audio', 'Value': os.path.abspath(file_url), 'Text': self.a_msg, 'Time': audio_length, 'Type': say_type}} #计算lips if platform.system() == "Windows": try: lip_sync_generator = LipSyncGenerator() viseme_list = lip_sync_generator.generate_visemes(os.path.abspath(file_url)) consolidated_visemes = lip_sync_generator.consolidate_visemes(viseme_list) content["Data"]["Lips"] = consolidated_visemes except Exception as e: util.log(1, "唇型数字生成失败,无法使用新版ue5工程") wsa_server.get_instance().add_cmd(content) #推送远程音频 if self.deviceConnect is not None: try: self.deviceConnect.send(b'\x00\x01\x02\x03\x04\x05\x06\x07\x08') # 发送音频开始标志,同时也检查设备是否在线 wavfile = open(os.path.abspath(file_url),'rb') data = wavfile.read(1024) total = 0 while data: total += len(data) self.deviceConnect.send(data) data = wavfile.read(1024) time.sleep(0.001) self.deviceConnect.send(b'\x08\x07\x06\x05\x04\x03\x02\x01\x00')# 发送音频结束标志 util.log(1, "远程音频发送完成:{}".format(total)) except socket.error as serr: util.log(1,"远程音频输入输出设备已经断开:{}".format(serr)) time.sleep(audio_length + 0.5) wsa_server.get_web_instance().add_cmd({"panelMsg": ""}) if not cfg.config["interact"]["playSound"]: # 非展板播放 content = {'Topic': 'Unreal', 'Data': {'Key': 'log', 'Value': ""}} wsa_server.get_instance().add_cmd(content) if config_util.config["interact"]["playSound"]: util.log(1, '结束播放!') self.speaking = False except Exception as e: print(e) def __device_socket_keep_alive(self): while True: if self.deviceConnect is not None: try: self.deviceConnect.send(b'\xf0\xf1\xf2\xf3\xf4\xf5\xf6\xf7\xf8')#发送心跳包 except Exception as serr: util.log(1,"远程音频输入输出设备已经断开:{}".format(serr)) self.deviceConnect = None time.sleep(5) def __accept_audio_device_output_connect(self): self.deviceSocket = socket.socket(socket.AF_INET,socket.SOCK_STREAM) self.deviceSocket.bind(("0.0.0.0",10001)) self.deviceSocket.listen(1) addr = None try: while True: self.deviceConnect,addr=self.deviceSocket.accept() #接受TCP连接,并返回新的套接字与IP地址 MyThread(target=self.__device_socket_keep_alive).start() # 开启心跳包检测 util.log(1,"远程音频输入输出设备连接上:{}".format(addr)) while self.deviceConnect: #只允许一个设备连接 time.sleep(1) except Exception as err: pass def set_sleep(self, sleep): self.sleep = sleep def start(self): if cfg.ltp_mode == "cemotion": from cemotion import Cemotion self.cemotion = Cemotion() MyThread(target=self.__send_mood).start() MyThread(target=self.__auto_speak).start() def stop(self): self.__running = False self.speaking = False self.playing = False self.sp.close() wsa_server.get_web_instance().add_cmd({"panelMsg": ""}) if not cfg.config["interact"]["playSound"]: # 非展板播放 content = {'Topic': 'Unreal', 'Data': {'Key': 'log', 'Value': ""}} wsa_server.get_instance().add_cmd(content) if self.deviceConnect is not None: self.deviceConnect.close() self.deviceConnect = None if self.deviceSocket is not None: self.deviceSocket.close()